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 Prossima pacth ( 3.1 ? )

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MessaggioTitolo: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyGio Feb 05, 2009 6:02 pm

Hanno anticipato alcuni possibili cambiamenti della prossima pacth di tre classi, ve le riporto:

PRIEST

Divine Spirit – this spell is now a core ability available to all priests.

Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).

Several area of effect (AOE) heal spells have been improved:

Prayer of Healing can be cast on any groups in your raid party.

Holy Nova’s mana cost has been reduced.

Circle of Healing now heals for more.
Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.

Penance – this spell can now be targeted on the priest.

Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.

We are also working to give Holy additional PvP utility.



ROGUE


Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.

Adrenaline Rush – the cooldown on this ability has been lowered.

Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.


Killing Spree – while this ability is active, the rogue does 20% additional damage.

Savage Combat – now causes 2/4% physical damage done.

Mace Specialization – this talent now grants haste in addition to armor penetration.


SHAMAN


Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.

Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.

Spirit Weapons – now reduces all threat, not just melee threat.

Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.

Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.

We are also working on giving Enhancement and Elemental more PvP utility.
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyGio Feb 05, 2009 6:28 pm

dagli tempo, che entro stasera/domani escono le prime info anche sulle altre classi...
Cmq in linea di massima si preannuncia:

- boost di classe meele
- nerf di healer
- nerf del rogue (fa troppo dps)
- dual spec ?
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyGio Feb 05, 2009 6:34 pm

ChIP_83 ha scritto:
dagli tempo, che entro stasera/domani escono le prime info anche sulle altre classi...
Cmq in linea di massima si preannuncia:

- boost di classe meele
- nerf di healer
- nerf del rogue (fa troppo dps)
- dual spec ?

A ma pare che piu che altro pomperanno varie spec attualmente inutili in pvp.

Il nerf del rogue non si avrà sicuramente nel ramo combat, quello pare che lo sgravino come dps.
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyGio Feb 05, 2009 8:14 pm

per i pala nulla?
propio niente?
nemmeno reintegrare il talento Rightous Vengeance all'originale della (sempre sia lodata)3.0.1 che dava il 25% di bonus damage ai critici di judgement e divine storm al posto di quella attuale? lol!
e per la dual spec esisterà si o no?
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyGio Feb 05, 2009 8:14 pm

Lalli ha scritto:
ChIP_83 ha scritto:
dagli tempo, che entro stasera/domani escono le prime info anche sulle altre classi...
Cmq in linea di massima si preannuncia:

- boost di classe meele
- nerf di healer
- nerf del rogue (fa troppo dps)
- dual spec ?

A ma pare che piu che altro pomperanno varie spec attualmente inutili in pvp.

Il nerf del rogue non si avrà sicuramente nel ramo combat, quello pare che lo sgravino come dps.

se mi nerfano pure il rogue.... chi mi darà soddisfazioni?... Sad
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyGio Feb 05, 2009 9:17 pm

AGGIORNAMENTO:

WARLOCK

* Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch)

* Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests)

* Drain Soul now has a chance to produce Soul Shards even if the target doesn’t die.

* Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.

* Curse of Recklessness and Curse of Weakness have been combined into one spell

* Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown.

* Several other warlock talents have had their ranks reduced, their effects changed or removed. This list includes but is not limited to Demonic Empathy, Shadow Embrace, Eradication, Suppression, and Pandemic.

* Additional new talents have been added.




DRUID


* Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.

* Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.

* Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.

* Thorns and Nature’s Grasp can be cast in Tree of Life form.

* Survival Instincts now works in Moonkin form.

* Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.

* We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.



WARRIOR


* Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.

* You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.

* Blood Frenzy now causes 2/4% physical damage done.

* Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.

* We are also adding increased damage to Arms, possibly through Overpower or Slam.

* We are also looking at granting rage when the warrior blocks, dodges or parries.
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyGio Feb 05, 2009 9:30 pm

Un pò di buff anche per il lock ^^ Ewwiwa!
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyGio Feb 05, 2009 10:09 pm

ora mancano solo i buff all'hunter Smile

Cmq ora lalli, normal stance -> intercept -> defence stance non sarà più come prima Razz

Citazione :
Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.

pd questo si che è sgravo...
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyGio Feb 05, 2009 11:53 pm

Lalli ha scritto:
* Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.
AAAAAAAAAAAAAAAAAAAAAAAAAAH!!!!!!!!


Citazione :
* Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.

* Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.
1. asd
2. bono
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyVen Feb 06, 2009 10:14 am

Lalli ha scritto:
AGGIORNAMENTO:

WARRIOR


* Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.

* You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.

* Blood Frenzy now causes 2/4% physical damage done.

* Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.

* We are also adding increased damage to Arms, possibly through Overpower or Slam.

* We are also looking at granting rage when the warrior blocks, dodges or parries.



Cambieranno di nuovo i coefficenti di creazione della rage, ormai sarà la quindicesima volta che lo fanno Basketball
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyVen Feb 06, 2009 10:41 am

Citazione :

Mage (Skills List / Talent + Glyph Calc.)

* Improved Water Elemental – this talent has been removed and replaced with a new talent that grants Replenishment (similar to Shadow priests).
* We are also working on a way to give frost mages Ice Lance “Shatter combos” in PvE.
* We are also working on more survivability for Fire spec in PvP.
* We are also working on making Spirit a more useful and interesting stat for all mages.


Paladin (Skills List / Talent + Glyph Calc.)

* Blessing of Kings – this spell is now a base ability trainable by all paladins.
* Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.
* Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.
* Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.
* Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.
* Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.


Hunter (Skills List / Talent + Glyph Calc.)

* Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.
* A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent.
* Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter.
* Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec.
* Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot.
* We are also looking to add additional trap functionality to Survival.


Death Knight (Skills List / Talent + Glyph Calc.)

* Gargoyle and Unholy Blight have swapped talent positions. Gargoyle’s damage has increased and runic power cost per time has decreased.
* Pestilence – this spell no longer causes damage but just spreads diseases. Blood Boil is intended to be the general area attack, and has been changed to be castable on targets with no diseases on them, but does extra damage if diseases are present.
* Unbreakable Armor now absorbs a flat amount of damage that increases as your armor increases. It no longer boosts armor.
* The Frost tree has been shuffled. Among other things, PvP talents such as Endless Winter are closer to the top of the tree where Blood and Unholy death knights can access them.
* Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans’ Lightning Overload.
* Magic Suppression and Blood of the North have been reduced to 3 ranks for the same benefit.
* Blood Gorged now grants armor penetration instead of expertise.



interesting


EDIT:
Citazione :
As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.

Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

* Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.
* To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.
* The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.
* Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
* In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.
* We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.
* We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.
* These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.

da non sottovalutare
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyVen Feb 06, 2009 3:49 pm

nerfare il rog ????? perche nerfare il rog?? ce le pigliamo da tutti in pvp asdasdasd
in pve il rog e inutile un hunter appena livellato full blu fa normalmente il mio dps e questa e la verita
in pvp posso capi che owniamo ma in pve suppa non puoi dire che facciamo troppo dps perche non e assolutamente vero
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyVen Feb 06, 2009 3:52 pm

[quote="Nordhill"]
Citazione :

Hunter (Skills List / Talent + Glyph Calc.)

* Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.
* A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent.
* Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter.
* Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec.
* Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot.
* We are also looking to add additional trap functionality to Survival.

Non male questa cosa...
Finalmente gli hunter aranno le stesse bag delle altre classi... e non spenderanno un capitale in munizioni...
Potevano però toglierle del tutto dall'inventario a sto punto..
L'avranno fatto per non modificare cose come il dps aggiuntivo dato dai diversi tipi di proiettili... troppo lavoro..

Per le trap: VOGLIAMO LA FREEZING ARROW equippabile con qualsiasi trappola !

poi io darei agli hunter una spell passiva che aumenta il danno del 10% Smile
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Prossima pacth ( 3.1 ? ) Empty
MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyVen Feb 06, 2009 3:52 pm

bimbush ha scritto:
nerfare il rog ????? perche nerfare il rog?? ce le pigliamo da tutti in pvp asdasdasd
in pve il rog e inutile un hunter appena livellato full blu fa normalmente il mio dps e questa e la verita
in pvp posso capi che owniamo ma in pve suppa non puoi dire che facciamo troppo dps perche non e assolutamente vero

non lo dico io, lo dice la blizzard Smile
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyVen Feb 06, 2009 7:17 pm

* Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.

bene bene bene...
exorcism incomincierà a diventare l'abilità fissa dopo judgement, crusader strike e divine storm
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyVen Feb 06, 2009 7:23 pm

Dretnos ha scritto:
* Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.

bene bene bene...
exorcism incomincierà a diventare l'abilità fissa dopo judgement, crusader strike e divine storm

Dovrebbero dare anche al war fury un altro aoe allora bounce
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyVen Feb 06, 2009 11:47 pm

nono
war fury sta bene cosi
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptySab Feb 07, 2009 5:09 pm

Lalli ha scritto:
Dretnos ha scritto:
* Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.

bene bene bene...
exorcism incomincierà a diventare l'abilità fissa dopo judgement, crusader strike e divine storm

Dovrebbero dare anche al war fury un altro aoe allora bounce
cleave + whirl... basta ed avanza asd
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptySab Feb 07, 2009 6:47 pm

il war deve rimanere un tank sul singolo target; i tank aoe sono altri.
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptySab Feb 07, 2009 7:11 pm

ChIP_83 ha scritto:
il war deve rimanere un tank sul singolo target; i tank aoe sono altri.

Si parlava di war fury :P
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptySab Feb 07, 2009 9:33 pm

Carnadia ha scritto:
ChIP_83 ha scritto:
il war deve rimanere un tank sul singolo target; i tank aoe sono altri.

Si parlava di war fury Razz

ah, io centro sempre l'argomento... Smile
Anche un'altra volta nel forum dei war, mi pare avessi fatto una cosa simile Very Happy

lol!
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptySab Feb 07, 2009 9:39 pm

ChIP_83 ha scritto:
Carnadia ha scritto:
ChIP_83 ha scritto:
il war deve rimanere un tank sul singolo target; i tank aoe sono altri.

Si parlava di war fury Razz

ah, io centro sempre l'argomento... Smile
Anche un'altra volta nel forum dei war, mi pare avessi fatto una cosa simile Very Happy

lol!
non preoccuparti fai solo fede al tuo avatar
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Prossima pacth ( 3.1 ? ) Empty
MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyLun Feb 09, 2009 6:57 pm

World of Warcraft Patch 3.1 Details
General

* Ulduar has been added to the game in both 10 and 25-player formats. Players can find a slew of new encounters, achievements, and epic items in both the 10 and 25-player versions. (Source)
o "Hard Mode" Achievements: Many of the bosses in 10 and 25-player Ulduar will be involved in "Hard Mode" achievements, similar to those found in the Sartharion, the Onyx Guardian encounter. Completing these achievements will offer additional, improved item rewards as well as titles and mounts in some cases. (Source 1, Source 2)
o An optional, "Hard Mode" boss can be found in Ulduar. This boss is tuned to be extremely challenging to even the highest skilled players. (Source)
o A new tier of epic items are now available for purchase with Emblem of Conquest, found in the 25-player version of Ulduar. (Source)
o Emblem of Valor/Naxx 25 (item level 213) quality items can be found in the 10-player version of Ulduar. (Source)
* A new Dual Specialization system has been added to the game, allowing players to maintain more than one talent spec, glyph set, and action bar layout at a time. (Source 1, Source 2)
* Mana Regeneration has been altered to make mana management more important for caster classes. This includes the reduction of mana regeneration when outside of the 5-second casting rule. (Source)
* Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity. (Source)
* Mounts have been modified so that you are no longer dismounted when traversing water. (Source)
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Prossima pacth ( 3.1 ? ) Empty
MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyLun Feb 09, 2009 7:12 pm

Lalli ha scritto:

* A new Dual Specialization system has been added to the game, allowing players to maintain more than one talent spec, glyph set, and action bar layout at a time. (Source 1, Source 2)
Sgravissima sta cosa... anche se io sono abbastanza contrario... secondo me avvantaggia in maniera mostruosa le classi ibride...

Lalli ha scritto:

* Mana Regeneration has been altered to make mana management more important for caster classes. This includes the reduction of mana regeneration when outside of the 5-second casting rule. (Source)
E qui sono cazzi, soprattutto per gli healer... e forse anche la spec "arcane" da mage ha i giorni contati... staremo a vedere. La cosa certa è che sarà sempre più importante avere in party/raid classi che fanno reccare mana, tipo shammy, pala, shadow priest...

Lalli ha scritto:

* Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity. (Source)
Maledetti hunter, ora spendete anche meno.. voglio proprio vedere cosa fanno diventare le bag...sacchetti di pop-corn? Neutral

Lalli ha scritto:

* Mounts have been modified so that you are no longer dismounted when traversing water. (Source)
Sgravo.. i cavalli-Gesù! Razz
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Prossima pacth ( 3.1 ? ) Empty
MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) EmptyLun Feb 09, 2009 7:14 pm

Astaroth ha scritto:

Lalli ha scritto:

* Mounts have been modified so that you are no longer dismounted when traversing water. (Source)
Sgravo.. i cavalli-Gesù! Razz

Secondo me resti a cavallo ma il cavallo nuota, quindi si viaggierà anche a nuoto un po' piu veloci.
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MessaggioTitolo: Re: Prossima pacth ( 3.1 ? )   Prossima pacth ( 3.1 ? ) Empty

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